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Two independent scenarios are as follows:
A) You have 3 rocks. One has deeper darkness cast on it, one has daylight cast on it, and the third has heightened to 9th level continual flame on it. They are all in the same square in a 100 foot radius room. What happens?
B) You have 3 rocks in a different room. One has deeper darkness cast on it, one has daylight cast on it, and the third has heightened to 9th level daylighton it. They are all in the same square in this second 100 foot radius room. What happens?
I'm under the impression that daylight and deeper darkness effects offset each other and the room would return to its initial dark state. Now since the room is dark and the deeper darkness is temporarily negated, the continual flame would work normally.
In the case of the two daylights, they would both get negated inside the area of deeper darkness.
Therefore Heightened Continual Flame + Daylight > Heightened Daylight + Daylight?

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LIGHT
School evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
DARKNESS
School evocation [darkness]; Level bard 2, cleric 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, M/DF (bat fur and a piece of coal)
Range touch
Target object touched
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.
This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.
DEEPER DARKNESS
School evocation [darkness]; Level cleric 3
Duration 10 min./level (D)
This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell's confines.
This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.
DAYLIGHT
School evocation [light]; Level bard 3, cleric 3, druid 3, paladin 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range touch
Target object touched
Duration 10 min./level (D)
Saving Throw none; Spell Resistance no
You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.
If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
CONTINUAL FLAME
School evocation [light]; Level cleric 3, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (ruby dust worth 50 gp)
Range touch
Target object touched
Effect magical, heatless flame
Duration permanent
Saving Throw none; Spell Resistance no
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
Light spells counter and dispel darkness spells of an equal or lower level.

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In my opinion:
A) The daylight suppresses the deeper darkness, and vice-versa. So, the continual flame spell increases the light level from ambient.
The continual flame is higher level than the deeper darkness, so it functions, even if the daylight isn't around.
B) This one is trickier. Can one daylight suppress the deeper darkness and allow the other to work? I'm not sure, but if one can work, the deeper darkness doesn't matter. Due to the wording of daylight, it doesn't matter how high it was heightened.
Daylight makes the first 60 feet bright light, so if one is functioning, that is more light than a torch or continual flame.
So, yeah, the main question there is how do multiple light-type spells interact with multiple dark-type spells?

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I'm aware that the higher spell level continual flame would generally increase the light level 2 or 1 step from Supernatural darkness by itself depending on how close you were to the source of the continual flame.
I was just attempting to clarify that once Deeper Darkness and Daylight offset each other I'd be increasing the light level 2 or 1 step from regular darkness since that is the "natural" state of the room that is now prevailing.
I find it odd that if that is the case, two daylights wouldn't have a similar effect.